Saturday, 11 July 2015

Savage Dragonmarks

Now that Savage Vancian Magic is complete, I thought it might be fun to take a look at some of the other ways in which the new spells can be used. One idea that immediately sprung to mind was the dragonmarks from Eberron - elaborate tattoo-like skin patterns that grant magical abilities.

Kristian Serrano's comprehensive Savage Worlds Eberron Conversion Companion does already include rules for dragonmarks, but they work more like traditional Arcane Backgrounds. The alternative solution I'm providing here is instead designed to complement the spells and Edges described in Savage Vancian Magic.

Dragonmark Edges

Only humans, halflings, elves, gnomes, dwarves, half-elves and half-orcs can take Dragonmark Edges. A character can either take Aberrant Dragonmark, Least Dragonmark, or Heir of Siberys, but each blocks the other two. If a character takes Least Dragonmark then they may later branch into Lesser Dragonmark, Greater Dragonmark and/or Dragonmark Heir.

Aberrant Dragonmark

Requirements: Novice, Special

You cannot take this Edge if you already have a dragonmark. Choose one of the following spells when this Edge is first taken: Beguile Person, Cause Moderate Wounds, Chilling Touch, Cone of Fire, Feather Fall, Hovering Disk, Leap, Light, Produce Fire, Sense Hidden Doors, Shield of Force, Terror, or Traceless Step. You may cast your chosen spell once per day, using Spirit as the spellcasting skill. Your caster rank for this spell is the same as your character rank.

Least Dragonmark

Requirements: Novice, Special

You cannot take this Edge if you already have a dragonmark. Choose one of the Marks available for your race when this Edge is first taken. You immediately gain the listed skill bonus. Select one of the Least spells available to your Mark: You may cast this spell once per day, or twice per day if it's a Cantrip, using Spirit as the spellcasting skill. Your caster rank for Dragonmark spells is Novice.

Lesser Dragonmark

Requirements: Seasoned, Least Dragonmark

Select one of the Lesser spells available to your Mark: You may cast this spell once per day. You may also cast your Least spell an extra time each day. Your caster rank for Dragonmark spells is now Seasoned.

Greater Dragonmark

Requirements: Veteran, Lesser Dragonmark

Select one of the Greater spells available to your Mark: You may cast this spell once per day. You may also cast both your Least and Lesser spells an extra time each day. Your caster rank for Dragonmark spells is now Veteran.

Dragonmark Heir

Requirements: Seasoned, Connections (House), Least Dragonmark

You gain a +2 Charisma bonus when dealing with members of your own Dragonmark House. You may also choose an extra Least, Lesser and Greater spell from those available for your mark (or gain the ability to cast your existing spell an extra time each day); if you don't yet have the Lesser or Greater Dragonmark Edges, you must wait before choosing your extra Lesser and Greater spells respectively.

Heir of Siberys

Requirements: Heroic, Luck, Special

You cannot take this Edge if you already have a dragonmark. Choose one of the Marks available for your race when this Edge is first taken, and select one of the Siberys spells available to your Mark: You may cast this spell once per day, or twice per day if you are Legendary rank, using Spirit as the spellcasting skill. Your caster rank for Dragonmark spells is the same as your character rank.

Dragonmarks

Each dragonmark lists the race that can take it, the skill bonus it provides, and the spells available for the Least, Lesser, Greater and Siberys version of the mark.

* This spell isn't covered in Savage Vancian Magic, instead it is described below.

New Spells

The above marks use three new spells, which are only available to characters with dragonmarks, and work as follows.

Dimension Leap

School: Conjuration

Rank: Novice

Casting: Incantation

Range: Smarts x 2

Duration: Instant

Trappings: Direct and Ranged

This spell instantly teleports you and everything you're carrying to any desired destination within range, which can either be a visualized location or a specified distance and direction. If a destination is occupied by a solid body, you are automatically Shaken and transported to a random unoccupied location within range.

Wind's Favor

School: Transmutation

Rank: Seasoned

Casting: Gestures and incantation

Range: Smarts x 2

Duration: 3 hours per caster rank, dismiss early as a normal action

This spell creates a focused tunnel of wind 2" wide, 2" high, and as long as the range. The wind has the same intensity as a Fresh Breeze (see the 'Wind Scale' section), and you can change its direction by up to 45 degrees as a full-round action.

True Creation

School: Conjuration

Rank: Heroic

Casting: Gestures, incantation, components and a benny

Range: Smarts

Duration: Instant

Trappings: Creation and Ranged

This spell requires ten minutes to cast, and creates a single non-magical object made from minerals or non-living plant matter, with a maximum volume of three cubic feet per caster rank. If such an object would normally require skilled craftsmanship you must also roll the appropriate skill (as if you were crafting the object normally, except it occurs instantly and doesn't require tools).

The cost of the components is equal to the cost of the raw materials needed for the object.

Savage Worlds Fan License

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.